Index: src/unittests/tesselation_boundarytriangleunittest.cpp
===================================================================
--- src/unittests/tesselation_boundarytriangleunittest.cpp	(revision 5c859226ce6b4bc09fc8876473246d8ae02c04cd)
+++ src/unittests/tesselation_boundarytriangleunittest.cpp	(revision 1bd79efa209ce2203a329de83169d52ea290fa17)
@@ -86,49 +86,49 @@
 
   // simple test on y line
-  Point.Init(-1.,0.5,0.);
-  CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.,0.5,0.);
-  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
-  Point.Init(-4.,0.5,0.);
+  Point = Vector(-1.,0.5,0.);
+  CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
+  Point = Vector(0.,0.5,0.);
+  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
+  Point = Vector(-4.,0.5,0.);
   CPPUNIT_ASSERT_EQUAL( 16., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.,0.5,0.);
+  Point = Vector(0.,0.5,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on x line
-  Point.Init(0.5,-1.,0.);
-  CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.5,0.,0.);
-  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
-  Point.Init(0.5,-6.,0.);
+  Point = Vector(0.5,-1.,0.);
+  CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
+  Point = Vector(0.5,0.,0.);
+  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
+  Point = Vector(0.5,-6.,0.);
   CPPUNIT_ASSERT_EQUAL( 36., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.5,0.,0.);
+  Point = Vector(0.5,0.,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on slanted line
-  Point.Init(1.,1.,0.);
+  Point = Vector(1.,1.,0.);
   CPPUNIT_ASSERT_EQUAL( 0.5, triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.5,0.5,0.);
-  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
-  Point.Init(5.,5.,0.);
+  Point = Vector(0.5,0.5,0.);
+  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
+  Point = Vector(5.,5.,0.);
   CPPUNIT_ASSERT_EQUAL( 40.5, triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.5,0.5,0.);
+  Point = Vector(0.5,0.5,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on first node
-  Point.Init(-1.,-1.,0.);
+  Point = Vector(-1.,-1.,0.);
   CPPUNIT_ASSERT_EQUAL( 2., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.,0.,0.);
+  Point = Vector(0.,0.,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on second node
-  Point.Init(0.,2.,0.);
-  CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.,1.,0.);
+  Point = Vector(0.,2.,0.);
+  CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
+  Point = Vector(0.,1.,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on third node
-  Point.Init(2.,0.,0.);
-  CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(1.,0.,0.);
+  Point = Vector(2.,0.,0.);
+  CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
+  Point = Vector(1.,0.,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 };
@@ -142,59 +142,59 @@
 
   // straight down/up
-  Point.Init(1./3.,1./3.,+5.);
+  Point = Vector(1./3.,1./3.,+5.);
   CPPUNIT_ASSERT_EQUAL( 25. , triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(1./3.,1./3.,0.);
-  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
-  Point.Init(1./3.,1./3.,-5.);
+  Point = Vector(1./3.,1./3.,0.);
+  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
+  Point = Vector(1./3.,1./3.,-5.);
   CPPUNIT_ASSERT_EQUAL( 25. , triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(1./3.,1./3.,0.);
+  Point = Vector(1./3.,1./3.,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on y line
-  Point.Init(-1.,0.5,+2.);
+  Point = Vector(-1.,0.5,+2.);
   CPPUNIT_ASSERT_EQUAL( 5., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.,0.5,0.);
-  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
-  Point.Init(-1.,0.5,-3.);
+  Point = Vector(0.,0.5,0.);
+  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
+  Point = Vector(-1.,0.5,-3.);
   CPPUNIT_ASSERT_EQUAL( 10., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.,0.5,0.);
+  Point = Vector(0.,0.5,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on x line
-  Point.Init(0.5,-1.,+1.);
+  Point = Vector(0.5,-1.,+1.);
   CPPUNIT_ASSERT_EQUAL( 2., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.5,0.,0.);
-  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
-  Point.Init(0.5,-1.,-2.);
+  Point = Vector(0.5,0.,0.);
+  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
+  Point = Vector(0.5,-1.,-2.);
   CPPUNIT_ASSERT_EQUAL( 5., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.5,0.,0.);
+  Point = Vector(0.5,0.,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on slanted line
-  Point.Init(1.,1.,+3.);
+  Point = Vector(1.,1.,+3.);
   CPPUNIT_ASSERT_EQUAL( 9.5, triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.5,0.5,0.);
-  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
-  Point.Init(1.,1.,-4.);
+  Point = Vector(0.5,0.5,0.);
+  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
+  Point = Vector(1.,1.,-4.);
   CPPUNIT_ASSERT_EQUAL( 16.5, triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.5,0.5,0.);
+  Point = Vector(0.5,0.5,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on first node
-  Point.Init(-1.,-1.,5.);
+  Point = Vector(-1.,-1.,5.);
   CPPUNIT_ASSERT_EQUAL( 27., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.,0.,0.);
+  Point = Vector(0.,0.,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on second node
-  Point.Init(0.,2.,5.);
+  Point = Vector(0.,2.,5.);
   CPPUNIT_ASSERT_EQUAL( 26., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(0.,1.,0.);
+  Point = Vector(0.,1.,0.);
   CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
 
   // simple test on third node
-  Point.Init(2.,0.,5.);
+  Point = Vector(2.,0.,5.);
   CPPUNIT_ASSERT_EQUAL( 26., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) );
-  Point.Init(1.,0.,0.);
-  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
-};
+  Point = Vector(1.,0.,0.);
+  CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection );
+};
